Constructivism is a major theory in online learning that posits that knowledge is individually constructed by learners based on their interpretations of experiences in the world (Jonassen, 1999, p.217). Jonassen proposed what he called “Constructivist Learning Environments” (CLEs) as educational environments that were created for the purposes of independent learning through constructivism (1999). In these situations, the instructor becomes the facilitator, guiding the learners through their knowledge building. Just like a player in a well-designed virtual simulation, the learner is the one in control in the constructivist learning environment.
As the title suggests, “Designing Constructivist Learning Environments” describes a model for designing learner-centered constructivist learning environments. Jonassen’s stance is to introduce CLE’s as a way to engage the learner by giving learners ownership of their knowledge construction by making it meaningful to them. The model described by the author begins with a problem or question at the centre, and builds layers around it. The first layer is to provide examples of related cases to the learners, the next stage is to provide information resources and cognitive tools that can be used in the solving of the central problem. Upon this level, Jonassen suggests adding conversation or collaboration tools, so that learners can work together as a so-called “community of learners”, collaborating on a common solution (Jonassen, 1999, p.229). The final and outermost layer of the CLE model is of the contextual support, which could take the form of coaching, modeling or scaffolding by the instructional facilitator.
Augmented Reality educational games and exercises typically operate in a similar fashion. The learner controls their own education through their own actions. Just like in a CLE, learning would be different and more personalized for each student, resulting in a more robust learning experience than the passive, instructor-to-student knowledge transmission of the classroom. In an AR-based educational simulation, the students are much more active participants in their learning. This type of educational strategy parallels quite closely with what Jonassen proposed (1999). If the design of the AR learning environment incorporates scaffolding, along with modeling and guided facilitation, learners can use their own experiences and reflections to achieve the educational objectives of the “course”.
Sources:
Jonassen, D. H. (1999). Designing Constructivist Learning Environments, In C.M. Reigeluth (Ed.) Instructional-Design Theories and Models: A New Paradigm of Instructional Theory (Volume II) (pp. 215-239). New Jersey: Lawrence Erlbaum Associates.
Constructivist Learning Environments
Constructivism is a major theory in online learning that posits that knowledge is individually constructed by learners based on their interpretations of experiences in the world (Jonassen, 1999, p.217). Jonassen proposed what he called “Constructivist Learning Environments” (CLEs) as educational environments that were created for the purposes of independent learning through constructivism (1999). In these situations, the instructor becomes the facilitator, guiding the learners through their knowledge building. Just like a player in a well-designed virtual simulation, the learner is the one in control in the constructivist learning environment.
As the title suggests, “Designing Constructivist Learning Environments” describes a model for designing learner-centered constructivist learning environments. Jonassen’s stance is to introduce CLE’s as a way to engage the learner by giving learners ownership of their knowledge construction by making it meaningful to them. The model described by the author begins with a problem or question at the centre, and builds layers around it. The first layer is to provide examples of related cases to the learners, the next stage is to provide information resources and cognitive tools that can be used in the solving of the central problem. Upon this level, Jonassen suggests adding conversation or collaboration tools, so that learners can work together as a so-called “community of learners”, collaborating on a common solution (Jonassen, 1999, p.229). The final and outermost layer of the CLE model is of the contextual support, which could take the form of coaching, modeling or scaffolding by the instructional facilitator.
Augmented Reality educational games and exercises typically operate in a similar fashion. The learner controls their own education through their own actions. Just like in a CLE, learning would be different and more personalized for each student, resulting in a more robust learning experience than the passive, instructor-to-student knowledge transmission of the classroom. In an AR-based educational simulation, the students are much more active participants in their learning. This type of educational strategy parallels quite closely with what Jonassen proposed (1999). If the design of the AR learning environment incorporates scaffolding, along with modeling and guided facilitation, learners can use their own experiences and reflections to achieve the educational objectives of the “course”.
Sources:
Jonassen, D. H. (1999). Designing Constructivist Learning Environments, In C.M. Reigeluth (Ed.) Instructional-Design Theories and Models: A New Paradigm of Instructional Theory (Volume II) (pp. 215-239). New Jersey: Lawrence Erlbaum Associates.